This document is a resume for Chuck Gaffney detailing his experience as a Unity developer. It shows that he is currently a Lead Unity Developer at EdgeDNA, where he develops games, AR, and VR applications using Unity. It also outlines his past experience as an independent Unity and iOS developer, creating both games and applications. His skills include C#, Unity, Cocos2D, Swift, and web development technologies.
Qt World Summit 2015 Talk by V-Play: How to Develop with Qt for Multiple Scre...FELGO SDK
A summarized version is available here:
http://v-play.net/?p=10928
*** Quick Summary ***
This session shows how to develop applications for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs with Qt. We show how you can use the same code base, while having native-looking UIs across platforms like iOS and Android with Qt and V-Play Apps. This involves tips for responsive design with Qt and a comparison when to use Qt Quick and in which cases C++ is the better choice.
We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, Layouts, QML Singletons and property bindings and compare the use cases for each of them. In addition, we introduce a density-independent approach you can use to create Qt apps on different resolutions and screen densities.
This talk also explains which V-Play components you can use to increase your application downloads and user retention. And how to measure the success of your apps across platforms.
This presentation gives you a technical overview with code snippets and hands-on examples of the possibilities with Qt for multi-screen development. For a non-technical overview of this topic, we recommend the first part of this presentation in the Qt Technology Strategy Track.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, V-Play Apps, V-Play Qt 5 Plugins
Screen density, screen resolution, screen size
Density independence, density-independent pixels; pixel density
Dynamic image switching, dynamic image selection; Android: alternative bitmaps; retina display, retina images
High dpi screens
Multiple screen aspect ratios
Supporting Multiple Screens, Responsive Design (tablet layout, adaptive layout, adaptable layout, scalability)
Multiple resolutions
Content scaling, upscaling, adaptive scaling
User Retention, User-Generated Content, UGC, community building, V-Play Game Network, Gamification, Leaderboards, Achievements, Multiplayer, Chat, Push Notifications, Mobile Analytics
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Explains how to install Necessitas (Qt for Android), how to use it, and how to publish to the Android Market. Based on Necessitas 0.3 (3rd alpha)
Slides are from Qt Developer Days 2011 in San Fransisco
Build your cross-platform service in a week with App EngineJl_Ugia
This talk is built around two of the most important blocks of a cross platform app, client + api development, as well as how to reach, based on that foundation, the quickest MVP that allows to identify the main pitfalls, issues and use cases of your project. Main aspects about topics like quick iteration, service integration, feedback loop and living in a beta world will be covered throughout the talk. For a better understanding, the presentation will be surrounded by a test case api built with Google App Engine and an Android client. The code will be open sourced and shared with the audience.
Qt App Development for Symbian & MeeGo - v3.4.6 (17. January 2012)Andreas Jakl
Learn what Qt is all about, why it is important and what you can do with it! Includes an introduction to the Qt SDK, Qt Quick and the Qt Mobility APIs for development on Symbian and MeeGo Harmattan. Links to further resources help you to get an easy start!
Qt World Summit 2015 Talk by V-Play: How to Develop with Qt for Multiple Scre...FELGO SDK
A summarized version is available here:
http://v-play.net/?p=10928
*** Quick Summary ***
This session shows how to develop applications for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs with Qt. We show how you can use the same code base, while having native-looking UIs across platforms like iOS and Android with Qt and V-Play Apps. This involves tips for responsive design with Qt and a comparison when to use Qt Quick and in which cases C++ is the better choice.
We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, Layouts, QML Singletons and property bindings and compare the use cases for each of them. In addition, we introduce a density-independent approach you can use to create Qt apps on different resolutions and screen densities.
This talk also explains which V-Play components you can use to increase your application downloads and user retention. And how to measure the success of your apps across platforms.
This presentation gives you a technical overview with code snippets and hands-on examples of the possibilities with Qt for multi-screen development. For a non-technical overview of this topic, we recommend the first part of this presentation in the Qt Technology Strategy Track.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, V-Play Apps, V-Play Qt 5 Plugins
Screen density, screen resolution, screen size
Density independence, density-independent pixels; pixel density
Dynamic image switching, dynamic image selection; Android: alternative bitmaps; retina display, retina images
High dpi screens
Multiple screen aspect ratios
Supporting Multiple Screens, Responsive Design (tablet layout, adaptive layout, adaptable layout, scalability)
Multiple resolutions
Content scaling, upscaling, adaptive scaling
User Retention, User-Generated Content, UGC, community building, V-Play Game Network, Gamification, Leaderboards, Achievements, Multiplayer, Chat, Push Notifications, Mobile Analytics
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Explains how to install Necessitas (Qt for Android), how to use it, and how to publish to the Android Market. Based on Necessitas 0.3 (3rd alpha)
Slides are from Qt Developer Days 2011 in San Fransisco
Build your cross-platform service in a week with App EngineJl_Ugia
This talk is built around two of the most important blocks of a cross platform app, client + api development, as well as how to reach, based on that foundation, the quickest MVP that allows to identify the main pitfalls, issues and use cases of your project. Main aspects about topics like quick iteration, service integration, feedback loop and living in a beta world will be covered throughout the talk. For a better understanding, the presentation will be surrounded by a test case api built with Google App Engine and an Android client. The code will be open sourced and shared with the audience.
Qt App Development for Symbian & MeeGo - v3.4.6 (17. January 2012)Andreas Jakl
Learn what Qt is all about, why it is important and what you can do with it! Includes an introduction to the Qt SDK, Qt Quick and the Qt Mobility APIs for development on Symbian and MeeGo Harmattan. Links to further resources help you to get an easy start!
Cross Platform Mobile Development using Flutter by Wei Meng Lee at Mobile foc...DevClub_lv
Maintaining multiple code bases for the same application is often a pain in the neck for mobile developers. In the recent years, different frameworks have appeared in the market that aim to reduce the workload of developers by offering them a write-once-run-everywhere approach. In this session, Wei-Meng will take a quick look at the different frameworks available – Xamarin, React Native, and Flutter. He will focus on using Flutter and see how it makes your life as a mobile developer easier.
(Language – English)
Wei-Meng Lee is a technologist and founder of Developer Learning Solutions (http://www.learn2develop.net).
Building Mobile Cross-Platform Apps with HTML5, jQuery Mobile & PhoneGapNick Landry
The final demo for this presentation can be downloaded at:
https://www.dropbox.com/s/9j09wip6wz84b61/JSDevConMobile-JQM-PhoneGap-Demo.zip
SESSION ABSTRACT
=================
Write Once, Run Everywhere. How many times have we been promised true cross-platform development? HTML5 seems to be the closest we’ve ever been to writing applications once and running them on multiple mobile devices, such as iOS, Android, Windows Phone or Blackberry.
But native mobile apps have taken all the spotlight in recent years thanks to the introduction of hundreds of thousands of apps in various app stores from Apple, Google, Microsoft and BlackBerry. Apps offer a great native platform experience, but they can be expensive to build and require specific languages, SDKs and skill sets across multiple platforms. Mobile web sites offer a great way to engage with consumers and corporate workers alike without requiring the installation of any app, and can in turn be adapted as deployable "hybrid" apps.
This session explores the fundamentals of native vs. web apps, and how to choose the right approach for any given scenario. We begin with an exploration of the benefits of web development for smartphones using the most popular HTML5 & JavaScript framework for mobile: jQuery Mobile (JQM). We’ll go over a quick primer on HTML5, CSS3 and JavaScript, followed by everything you need to get started with JQM. We’ll cover the most common development environment options, how to build your first jQuery Mobile page, and how to debug your mobile web code with some of the available tools. We’ll also discuss how to develop a native-like experience on each mobile platform thanks to JQM’s adaptive rendering, and how to save and retrieve data with the cloud using Microsoft Azure Mobile Services.
We'll then learn how to leverage PhoneGap to wrap our mobile web UI into a native smartphone or tablet app. Discover how PhoneGap exposes native device hardware like cameras, sensors, GPS and more. We’ll also discuss the pros and cons of PhoneGap-based apps, how to deal with the UI design guidelines across platforms, and learn some do’s and don’ts of cross-platform mobile development.
Native mobile apps have their place for mass market revenue-generating models, but you also need to master cross-platform techniques when the situation calls for it such as in enterprise mobility scenarios and other niche areas. Web development is a critical skill required by every mobile developer; come learn how to get started and reach hundreds of millions of users through a smart mobile web & hybrid approach.
Building Universal Windows Apps for Smartphones and Tablets with XAML & C#Nick Landry
This session is your fast track into the wonderful new world of app development for Windows device. Come learn how your valuable C# skills now make you a hot mobile developer for smartphones, tablets, laptops and desktops. We’ll perform a quick lap around Microsoft Visual Studio 2013 and the new Windows Universal Apps, build our first app using XAML & C#, and debug it with Windows 8.1 and the Windows Phone Emulator. We’ll then explore the converged WinRT API services and features, such as touch input, accelerometers, Live Tiles, etc. We’ll also spend valuable time going over the new app model for Windows device apps, how to share code between phone and tablet, and how to build a converged UI in XAML for Windows 8.1 and Windows Phone. Lastly we’ll go over the app packaging and how to submit your Universal apps to the Windows Store. The converged Windows Platform is more efficient and far-reaching than ever. Come learn how to build mobile apps for hundreds of millions of Windows device users.
Google's serverless journey: past to presentwesley chun
Serverless, shorthand for "opinionated logic-hosting containers," continues on its sky-high trajectory. New features and products are continually being produced by vendors, all with developer focus and DevOps convenience in mind. Google has been in the serverless business long before the term even existed. In this high-level overview, we'll take you on a tour of our serverless journey, the products, use-cases, and target audiences, from the first step to the most recent, taken earlier this year at Cloud NEXT '19.
Visual Studio 2015: novità per gli sviluppatori iOS, Android e Cross-PlatformStefano Ottaviani
Durante la conferenza Build, Microsoft ha presentato interessanti novità sullo sviluppo mobile e cross-platform. Alcune di queste riguardano gli sviluppatori iOS e Android, che avranno ulteriori strumenti a disposizione per aumentare la diffusione delle proprie app, riutilizzando il codice già scritto nativamente per queste due piattaforme (in Objective-C, Java, e magari in futuro anche Swift).
Alla luce di queste novità, faremo il punto della situazione sullo sviluppo mobile, discutendo le strategie per scegliere quale tecnologia usare per la nostra prossima app, tra sviluppo nativo o con tool come Xamarin e Apache Cordova.
Flutter is the latest buzz in the industry which is an hybrid framework to develop apps in both iOS and Android. Lets peek into how UI automation can be done in Flutter.
Nokia Developer Offering Update - presentation given by Forum Nokia at the N8 Launch event in London on August 3rd, 2010. An overview of the new Nokia Developer Experiences, new Forum Nokia website, and Qt SDK / Mobility.
2019 11 26 BotTO November 2019 Meetup at TDBruno Capuano
This session is based on the latest news presented around Microsoft Bot Framework and LUIS at Microsoft Ignite 2019.
The slides were used on the event #BotTO November 2019 Meetup @ TD
Cross Platform Mobile Development using Flutter by Wei Meng Lee at Mobile foc...DevClub_lv
Maintaining multiple code bases for the same application is often a pain in the neck for mobile developers. In the recent years, different frameworks have appeared in the market that aim to reduce the workload of developers by offering them a write-once-run-everywhere approach. In this session, Wei-Meng will take a quick look at the different frameworks available – Xamarin, React Native, and Flutter. He will focus on using Flutter and see how it makes your life as a mobile developer easier.
(Language – English)
Wei-Meng Lee is a technologist and founder of Developer Learning Solutions (http://www.learn2develop.net).
Building Mobile Cross-Platform Apps with HTML5, jQuery Mobile & PhoneGapNick Landry
The final demo for this presentation can be downloaded at:
https://www.dropbox.com/s/9j09wip6wz84b61/JSDevConMobile-JQM-PhoneGap-Demo.zip
SESSION ABSTRACT
=================
Write Once, Run Everywhere. How many times have we been promised true cross-platform development? HTML5 seems to be the closest we’ve ever been to writing applications once and running them on multiple mobile devices, such as iOS, Android, Windows Phone or Blackberry.
But native mobile apps have taken all the spotlight in recent years thanks to the introduction of hundreds of thousands of apps in various app stores from Apple, Google, Microsoft and BlackBerry. Apps offer a great native platform experience, but they can be expensive to build and require specific languages, SDKs and skill sets across multiple platforms. Mobile web sites offer a great way to engage with consumers and corporate workers alike without requiring the installation of any app, and can in turn be adapted as deployable "hybrid" apps.
This session explores the fundamentals of native vs. web apps, and how to choose the right approach for any given scenario. We begin with an exploration of the benefits of web development for smartphones using the most popular HTML5 & JavaScript framework for mobile: jQuery Mobile (JQM). We’ll go over a quick primer on HTML5, CSS3 and JavaScript, followed by everything you need to get started with JQM. We’ll cover the most common development environment options, how to build your first jQuery Mobile page, and how to debug your mobile web code with some of the available tools. We’ll also discuss how to develop a native-like experience on each mobile platform thanks to JQM’s adaptive rendering, and how to save and retrieve data with the cloud using Microsoft Azure Mobile Services.
We'll then learn how to leverage PhoneGap to wrap our mobile web UI into a native smartphone or tablet app. Discover how PhoneGap exposes native device hardware like cameras, sensors, GPS and more. We’ll also discuss the pros and cons of PhoneGap-based apps, how to deal with the UI design guidelines across platforms, and learn some do’s and don’ts of cross-platform mobile development.
Native mobile apps have their place for mass market revenue-generating models, but you also need to master cross-platform techniques when the situation calls for it such as in enterprise mobility scenarios and other niche areas. Web development is a critical skill required by every mobile developer; come learn how to get started and reach hundreds of millions of users through a smart mobile web & hybrid approach.
Building Universal Windows Apps for Smartphones and Tablets with XAML & C#Nick Landry
This session is your fast track into the wonderful new world of app development for Windows device. Come learn how your valuable C# skills now make you a hot mobile developer for smartphones, tablets, laptops and desktops. We’ll perform a quick lap around Microsoft Visual Studio 2013 and the new Windows Universal Apps, build our first app using XAML & C#, and debug it with Windows 8.1 and the Windows Phone Emulator. We’ll then explore the converged WinRT API services and features, such as touch input, accelerometers, Live Tiles, etc. We’ll also spend valuable time going over the new app model for Windows device apps, how to share code between phone and tablet, and how to build a converged UI in XAML for Windows 8.1 and Windows Phone. Lastly we’ll go over the app packaging and how to submit your Universal apps to the Windows Store. The converged Windows Platform is more efficient and far-reaching than ever. Come learn how to build mobile apps for hundreds of millions of Windows device users.
Google's serverless journey: past to presentwesley chun
Serverless, shorthand for "opinionated logic-hosting containers," continues on its sky-high trajectory. New features and products are continually being produced by vendors, all with developer focus and DevOps convenience in mind. Google has been in the serverless business long before the term even existed. In this high-level overview, we'll take you on a tour of our serverless journey, the products, use-cases, and target audiences, from the first step to the most recent, taken earlier this year at Cloud NEXT '19.
Visual Studio 2015: novità per gli sviluppatori iOS, Android e Cross-PlatformStefano Ottaviani
Durante la conferenza Build, Microsoft ha presentato interessanti novità sullo sviluppo mobile e cross-platform. Alcune di queste riguardano gli sviluppatori iOS e Android, che avranno ulteriori strumenti a disposizione per aumentare la diffusione delle proprie app, riutilizzando il codice già scritto nativamente per queste due piattaforme (in Objective-C, Java, e magari in futuro anche Swift).
Alla luce di queste novità, faremo il punto della situazione sullo sviluppo mobile, discutendo le strategie per scegliere quale tecnologia usare per la nostra prossima app, tra sviluppo nativo o con tool come Xamarin e Apache Cordova.
Flutter is the latest buzz in the industry which is an hybrid framework to develop apps in both iOS and Android. Lets peek into how UI automation can be done in Flutter.
Nokia Developer Offering Update - presentation given by Forum Nokia at the N8 Launch event in London on August 3rd, 2010. An overview of the new Nokia Developer Experiences, new Forum Nokia website, and Qt SDK / Mobility.
2019 11 26 BotTO November 2019 Meetup at TDBruno Capuano
This session is based on the latest news presented around Microsoft Bot Framework and LUIS at Microsoft Ignite 2019.
The slides were used on the event #BotTO November 2019 Meetup @ TD
Youtube Channel :-
https://www.youtube.com/channel/UCU7zPXQZqa-DcvDMc3ZTy8g?view_as=subscriber
I have developed the website please visit
https://syedbrothers.org
Thanks!
Multi-platform Compatibility of HTML5 by developing simple HTML5 based game(M...Himanshu Sharan
Exploited the multi-platform compatibility of HTML5 by developing a simple HTML5 based game using Phaser game development framework and Intel XDK multi-platform HTML5 application development IDE.
Multi-platform Compatibility of HTML5 by developing simple HTML5 based game(M...Himanshu Sharan
Exploited the multi-platform compatibility of HTML5 by developing a simple HTML5 based game using Phaser game development framework and Intel XDK multi-platform HTML5 application development IDE.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
The Great Mobile Debate: Native vs. Hybrid App DevelopmentNick Landry
It’s not easy being a mobile developer. iOS and Android dominate the market, Windows Phone is climbing into third place, and we’re not really sure if BlackBerry still matters. Do you focus on one platform or many? What size of the mobile population do you really want to reach? Each mobile platform comes with its own programming languages, SDKs, IDEs and application lifecycle & architecture. Are we really expected to learn all of this? Isn’t HTML5 supposed to be the Silver Bullet so we can finally write apps once and run them everywhere? This session will demystify all these questions, walking you through the modern mobile ecosystem, and explore your options as a developer. We’ll review the native story on each major platform, discuss the pros & cons of both mobile native and web development, cover some of the cross-platform solutions available to developers, and explore best practices and guidelines to insure a successful mobile strategy. Don’t just blindly pick a side or assume that “one size fits all”, this session covers one of the most hotly contested debates in modern IT. Come join us and be a part of the conversation.
Submitted for the partial fulfillment of Bachelor's in Technology by submitting a Mini Project Completely built from scratch for submission under Dot Net mini Project External.
Similar to chuckgaffney-resume-unity-2016-Recruiter-Note (20)
1. Chuck Gaffney
Lake Grove, NY 11755 • ctgaffney@gmail.com • Skype: ctgaffney
Experience ***
Lead / SeniorUnityDeveloper
Nov. 2015 – Present EdgeDNA
Unity Game, non-game, AR & VR development in the arena of emerging tech
(April 2016) Promoted to the roleof “Lead Unity Developer”
(April 2016) Officially Unity Certified Developer; license# 201604324C444 ,https://certification.unity.com/certification-
lookup
Develop Unity with various hardwareincludingthe Hololens,Meta, Google Tango and Nintendo WiiU
MachineLearning assisted development and research
Train and build team of Unity Developers
Administration of project management through various version control software(Gi t, SourceTree, Bitbucket, Github)
Front facingclient/ development communications
(March 2016) Became official 3rd Party Unity Developer for Nintendo Hardware
Integrate 3rd party APIs into non-game Unity project; APIs tied to Untappd social network with Oauth POST/GET HTTPs
handshake
One of the lead developers for a non-game Unity app for a major beer company
Build and design app pages for store locator/map functionality and Untappd API
Debug and work with AR and VR scenes usingGoogle Cardboard & Vuforia SDKs
Gimbal/Beacon SDK deployment and debugging
Tasked with the publication of the applicationson both Android and iOS platforms
Debugged and refined designs in Unity for all scenes in the application initially builtby both internal and external
developers
Managed company's iTunes Connect and Google Play landingpages as well as Testflightaccounts (iOS)
Scripted Postrenderinglogic for a uniformed/prebuilt Unity output to XCode/iOS
UnityDeveloper
Jun. 2015 – Oct. 2015 Bravo Media
Developed a VR simulation of the Ed Sullivan Theater for Stephen Colbert; showcasingthetheater’s new digital dome
projection produced for the new Late Show by Bravo Media
Lead developer behind the Android / IOS app for a major world wide diamond manufacturer,The Leo Diamond
(https://itunes.apple.com/us/app/the-leo/id1033928593?mt=8)
Develop, Debug, troubleshoot current and pastprojects in Unity/ Mono Develop (C#/Javascript)
Unity VR projects developed for the Samsung Gear VR, Oculus Rift,and Google Cardboard
Android deployment of apps via sideloaded .APKs builtin Unity (no nativeAndroid development)
IOS app deployment via Enterprise & Ad hoc distributions w/ nativedebugging of various codesigning& build path bugs
IOS /Unity Game & App Programmer / Designer
Late 2011 – Present Independent
(Early 2015) Continued focus on Unity/C# game development with the GDC2015 public releaseof Unity 5. Unity 5
features likeglobal Illuminated (GI) lighting,GI lightingbased on skyboxes, continuously baked lightmaps,audio mixer
objects, (snapshots,TransitionTo() scripting).
(Late January 2015) Began a work on Unity game development to broaden application deployment of pastand future
projects.Unity concepts including prefabs,Navmeshes,rigidbody,colliders,plus other physics components.Camera
movement usinglinear interpolation & smoothing. Character mesh animations,animation controllersand blend trees.
UI components in the 4.6 and above updates likeCanvus,UI image, text, etc. Usinganimation controllers,Event calls
and keyframe animation for character,stage& GUI animations. Game logic C#scriptingin MonoDevelop with game
loop functions likeStart(), Awake(), FixedUpdate(), LateUpdate() and Update() as well hashingreferences to various
animation and general components.
(Early 2015) Trained on newer IOS concepts and best practices likeStoryboards,Segues, navigationViewControllers and
other types of viewControllers
(Late 2014 / Early 2015) Some work & trainingin makingcustom Shaders & custom particleemitters in OpenGL ES 2.0
with the help of IOS’s GLKit framework. Basic understandingof the graphics pipelineof Vertex Buffers, Fragment
Buffers, attributes and VBOs
(Late 2014 / Early 2015) Did minor work / trainingwith LLDB / Breakpoint debugging in XCode
2. Published Swift-Developed Game (PikiPop) to iTunes (Nov 2014)
Workingin Swift programming language,Objective-C & some C++ (Apple Metal API) (Mid 2014- Now)
Understandingof new SpriteKit/SceneKit objects likePhysicsBody Constraints and InverseKinematics
Continued Development of an on/off video game project that began in 2011 called Tenshi -Oni (tenshioni.com);
currently rewriting code to Swift, SpriteKit & SceneKit from pastObjective-C / Cocos2D / C++ code (2011-Now)
Early understandingof Apple Metal and C++11-coded shaders usingMetal API
Developing a separate, simple2D game entirely in Swift and SpriteKit to ship before Tenshi -Oni (2014)
UtilizingAppleInstruments & Xcode 6 for debugging, CPU, FPS & memory management
Originally Distributed Tenshi-Oni game’s Alpha version via .ipa ad-Hoc distribution for Q/A Testing; will soon use
TestFlight instead
Tenshi-Oni coded in Objective-C/Cocos2d with everything from intro scenes, levels,game logic,enemy-player hierarchy
voiceactingand music all hardcoded withoutstoryboards or.sks files (soon to be converted to Swift with a focus on best
practices for hardcoded game logic,scene/storyboard hierarchy & .plistfiles for data management)
Experience with ARC memory management, memory allocation practices beforeARC as well latestgame loop structure
as of XCode 6 / WWDC14
Twitter, Facebook & Open Graph API for player data sharingon social networks in longrunningTenshi -Oni project
Level structuring & dynamic scrollingcredits class thatutilize.plistfiles
Use of PhysicsEditor to create / edit various particleeffects as well as various play/enemy/powerup contact physics
Creation of spritesheets / texture aliases for various iPhone/iPad screens via TexturePacker & now for SpriteKit
Edit/enhance spriteand art assets via Photoshop,Adobe Flash & Illustrator
Music composition personally viaFigureApp, FLStudio 10 & with the help of other independent artists
Webmaster/Founder/Programmer/GraphicDesigner
March 2002 – Present blog.ChucksAnimeShrine.com - chucksanimeshrine.com/shop - anime.fm
Manage custom OSCommerce-driven store; addingadditional contributions,updatingto latest version (currently at
2.3.4), manually editPHP code for my detailed customizations & editing product databasetables (MySQL) when needed
UtilizeCSS3 ,HTML5, jQuery for interactivephoto galleries and menus
Used sites such as jsfiddleto edit and create Javascriptfor customuser interaction on blog pages
Created siteutilizingAdobe Suite products likeDreamweaver, Photoshop and Flash.
Created a Blogger powered blog that is hosted site’s DNS server for anime and video game related news. (2007)
Site mentioned in BusinessWeek being invited to attend a BW event. (2007)
Created an Oscommerce-ran anime figure store with sales from2007-2011 averagingabout$60,000 a year.
(cont..)
(…cont)
Utilized sites likestackoverflowto answer my own codingquestions & to see the latestcodingbest practices for
whichever kind of the development I’m working on. (my stackoverflowprofile:
http://stackoverflow.com/users/2348457/chuck-gaffney)
Used OpenGraph and Twitter Cards to automatically formatsocial network sharingof my site content. Discussed how
to do this in Blogger here: https://dev.twitter.com/discussions/24200
Updated store with HTML5/CSS3/Responsive Design w/ some better understandingof PHP (2014)
WebDesigner@Berger-BrosCamera
July 2006 –May 2015 Berger-Bros.com
Created and managed web content seen by thousands of customers; landingpages,product pages
Worked directly with sales/tech reps from major companies likeNikon, Canon and Sony to implement updates.
Restructured MiVa Merchant e-cart to better suitthe needs of the store.
Worked with System Admin to install business-gradeantivirussoftwareto network and internal company server
Fixed errors with Outlook and network port issues caused by viruses,firewallsand settings errors
Used Crystal Reports to pull needed data from CounterPoint POS system
Created a few basic customjavascriptcallsto automate rebate notices and rebate functionality for Miva Cartusing
date() function
Late (2014/ Early 2015) Began creatinga newer Berger-Bros site as the company transitions fromMiva Merchantto
BigCommerce. Usinga combination of Dreamweaver CS6 and Bigcommerce Design tools to bringthe siteup to speed
with HTML5/CSS3/Responsive Design concepts.
3. Languages/Frameworks/API
Apple Swift, C#, Objective-C, IOS8, IOS7, SpriteKit, SceneKit, WatchKit,GLKit, Cocos2D,C++14, Java, Apple Metal,
HTML, CSS3, actionScript2 ,jQuery, javascript,PHP,Open Graph,Twitter Cards,Twitter Fabric,Java 8 Streams
Programs Used
Game Development: Unity, XCode, Instruments, MonoDevelop, Visual Studio,Eclipse,UnReal Engine 4
Website Development: Adobe Dreamweaver, Blogger
Database Management: MicrosoftAccess,Crystal Reports, Globat(webhost) MySQL editor
Asset Creation: Photoshop, Flash, PhysicsEditor,ParticleDesigner,Adobe Premier, TexturePacker, GlyphDesigner,
Audacity, Blender
Education
Associates Degree in Computer Science with Honors
2002-2004 Suffolk Community College Selden, NY
Former Vice President of SCCC Computer Science Club
Former member of the Association for Computing Machinery
4. …
IT Recruiters - PLEASE READ:
Career Goals:
These are my career goals / industries I’m looking to enter…
-Game Development (Unity & eventually Unreal Engine)
-Emerging Tech (AR / VR) using Unity
- Continued Voice Acting (Commercial / Entertainment)
Web Development and IOS Native development are now former skills which will only be
used for either additional book publications or with my own sites / projects. Moving
forward, I only look to keep things focused in Unity / Unreal Engine development;
preferably game/app development.
Career Location:
There seems to be some confusion as to where I’m located, which jobs are actually commute-able and if I
can relocate. (Note will only relocate if not a contract job & in game dev industry)
1. Where I CAN commute to currently:
a. Telecommute (#1 preference if available)
b. Long Island (Nassau or Suffolk County)
c. Manhattan (via Ronkonkoma station toPenn)
2. Where I CAN’T Commute To Without Relocation (as a reminder, I live on
Eastern Long Island/ Lake Grove):
a. Brooklyn or Queens…unless walking distance to LIRR
b. Connecticut
c. New Jersey
d. Anywhere further away than a) b) or c)
3. Plans to Leave New York and Long Island:
Starting at the end of 2016 and into 2017, I plan on leaving the stress
and costs of New York and Long Island for sunny Florida (currently
aiming for Tampa area) so any roles that can be done
noncompetitively while being the Lead Unity Developer @ EdgeDNA
can also be in Florida, or better yet, telecommuted.